![]() ![]() Originally posted by Charizard 2076:Your criticism applies to the art style too, which is either pretty good, forgettable, or bad. If you don't do it, everything comes off as amateurish. Storyboarding is vital in the movie biz because it's the first iteration of what you actually want the player to see, the first concrete synthesis of writing, graphics, audio, and gameplay. FFVD and I have a theory that there isn't a cohesive art style because each scenario lead was on their on in that regard, they probably assigned each artist a number of regions, and they had the Mana team come in later which gave them a huge boost.įorgot to mention that I don't think Square storyboarded anything other than Matsuno's stuff ever. Your criticism applies to the art style too, which is either pretty good, forgettable, or bad. Still, one could flesh out each story or at least make the characters more memorable and let them bounce off each other, if Square cared enough to make it easy to mod the game. FF XII's dialog is full of Japan-isms which irritate me so much I can't watch the FMVs, probably because Kawazu took over from Yasumi Matsuno and turned what should have been the crown jewel of Ivalice into a mish-mash of Star Wars and anime tropes. I feel this is the fault of Akitoshi Kawazu (the SaGa guy), because most of his games have the same issues and feature the same stale tropes over and over again. The issue isn't that they ran out of time, but that their original plan was bad. If you look at the cut content, it's arguably even dumber than the worst content in the game. They often have original ideas, but the execution of those ideas is stale and borders on parody of other sources they drew on. Even then most of it isn't very good because anime isn't very good. I imagine there's a lot of subtext in various plot decisions that weren't translated. That said, many of the media tropes which are popular in Japan and more broadly Asia are oddly childlike and almost vapid. I think the issue is they had a bunch of non-writers doing the writing, who cribbed things from whatever manga they were reading at the time. The world-building in general suffers from the same problem, which is a shame because it's such an imaginative setting, but it's all so empty and half-baked. Some are better than others, but they all to varying degrees feel like outlines that want for being filled in. All of the piles contain Repair Kits for mechs, along with Junk and Broken Bumper accessories - neither of which have great stats.Originally posted by NikDanger:I wish they could have put more time into the stories. The extra chances are appreciated, as some of the prizes are pretty bad. As long as one stays in the junk shop, this process can be repeated indefinitely for unlimited additional items by repeatedly choosing to sell Hyperions. Players will now receive seven chances to collect items. Scroll down the menu and choose to sell a Hyperion bazooka heavy weapon, and then repeat a second time this is regardless if players actually possess one. After making the initial two selections, speak to the lizard merchant again and enter the sell option. However, a glitch from the original PlayStation version still persists in the remaster. Normally, players are given just three chances of finding prizes. The two also can grab several bags of cash from the Scrap factory dungeon. This is perfect for Riki and T260G, who get stuck within Scrap for their main story and may need extra gear for the growing party. The price also goes up upon re-entering the shop. The price of admission changes ranging from around 300 to 3,000 Credits. The junk shop in Scrap allows access to random prizes for a small fee. The Koorong merchant will reward the following profit (or loss) per each Gold Ingot shipped from Nelson: ![]() The more Credits spent for this investment will create exponentially more profit. Players will want to have at least 4,000 spare Credits to get started and make the operation worth it. Buy up as many Nelson controlled Gold Ingots at the bar and resell them at Koorong (but there is an inventory limit of 50). Now, take an airship to Owmi and then transfer to Nelson (Blue can get there even faster by teleporting between regions). The trick to this system is to only buy five total Gold Ingots in Koorong itself to raise the going price to 500 Credits. ![]() At first Koorong will start at as little as 100 Credits, but then skyrocket to be worth thousands. This is regardless of where they bought them. However, Koorong has a shifting market that changes price depending on how many Gold Ingots a player currently holds. Nelson’s Gold Ingots price is fixed, always costing 500 Credits. Two major worlds trade in Gold Ingots: Koorong and Nelson (via Owmi port).
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